campfire/Assets/SteamVR/InteractionSystem/Core/Scripts/Player.cs

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2020-04-29 19:40:05 +02:00
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Player interface used to query HMD transforms and VR hands
//
//=============================================================================
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
// Singleton representing the local VR player/user, with methods for getting
// the player's hands, head, tracking origin, and guesses for various properties.
//-------------------------------------------------------------------------
public class Player : MonoBehaviour
{
[Tooltip( "Virtual transform corresponding to the meatspace tracking origin. Devices are tracked relative to this." )]
public Transform trackingOriginTransform;
[Tooltip( "List of possible transforms for the head/HMD, including the no-SteamVR fallback camera." )]
public Transform[] hmdTransforms;
[Tooltip( "List of possible Hands, including no-SteamVR fallback Hands." )]
public Hand[] hands;
[Tooltip( "Reference to the physics collider that follows the player's HMD position." )]
public Collider headCollider;
[Tooltip( "These objects are enabled when SteamVR is available" )]
public GameObject rigSteamVR;
[Tooltip( "These objects are enabled when SteamVR is not available, or when the user toggles out of VR" )]
public GameObject rig2DFallback;
[Tooltip( "The audio listener for this player" )]
public Transform audioListener;
[Tooltip("This action lets you know when the player has placed the headset on their head")]
public SteamVR_Action_Boolean headsetOnHead = SteamVR_Input.GetBooleanAction("HeadsetOnHead");
public bool allowToggleTo2D = true;
//-------------------------------------------------
// Singleton instance of the Player. Only one can exist at a time.
//-------------------------------------------------
private static Player _instance;
public static Player instance
{
get
{
if ( _instance == null )
{
_instance = FindObjectOfType<Player>();
}
return _instance;
}
}
//-------------------------------------------------
// Get the number of active Hands.
//-------------------------------------------------
public int handCount
{
get
{
int count = 0;
for ( int i = 0; i < hands.Length; i++ )
{
if ( hands[i].gameObject.activeInHierarchy )
{
count++;
}
}
return count;
}
}
//-------------------------------------------------
// Get the i-th active Hand.
//
// i - Zero-based index of the active Hand to get
//-------------------------------------------------
public Hand GetHand( int i )
{
for ( int j = 0; j < hands.Length; j++ )
{
if ( !hands[j].gameObject.activeInHierarchy )
{
continue;
}
if ( i > 0 )
{
i--;
continue;
}
return hands[j];
}
return null;
}
//-------------------------------------------------
public Hand leftHand
{
get
{
for ( int j = 0; j < hands.Length; j++ )
{
if ( !hands[j].gameObject.activeInHierarchy )
{
continue;
}
if ( hands[j].handType != SteamVR_Input_Sources.LeftHand)
{
continue;
}
return hands[j];
}
return null;
}
}
//-------------------------------------------------
public Hand rightHand
{
get
{
for ( int j = 0; j < hands.Length; j++ )
{
if ( !hands[j].gameObject.activeInHierarchy )
{
continue;
}
if ( hands[j].handType != SteamVR_Input_Sources.RightHand)
{
continue;
}
return hands[j];
}
return null;
}
}
//-------------------------------------------------
// Get Player scale. Assumes it is scaled equally on all axes.
//-------------------------------------------------
public float scale
{
get
{
return transform.lossyScale.x;
}
}
//-------------------------------------------------
// Get the HMD transform. This might return the fallback camera transform if SteamVR is unavailable or disabled.
//-------------------------------------------------
public Transform hmdTransform
{
get
{
if (hmdTransforms != null)
{
for (int i = 0; i < hmdTransforms.Length; i++)
{
if (hmdTransforms[i].gameObject.activeInHierarchy)
return hmdTransforms[i];
}
}
return null;
}
}
//-------------------------------------------------
// Height of the eyes above the ground - useful for estimating player height.
//-------------------------------------------------
public float eyeHeight
{
get
{
Transform hmd = hmdTransform;
if ( hmd )
{
Vector3 eyeOffset = Vector3.Project( hmd.position - trackingOriginTransform.position, trackingOriginTransform.up );
return eyeOffset.magnitude / trackingOriginTransform.lossyScale.x;
}
return 0.0f;
}
}
//-------------------------------------------------
// Guess for the world-space position of the player's feet, directly beneath the HMD.
//-------------------------------------------------
public Vector3 feetPositionGuess
{
get
{
Transform hmd = hmdTransform;
if ( hmd )
{
return trackingOriginTransform.position + Vector3.ProjectOnPlane( hmd.position - trackingOriginTransform.position, trackingOriginTransform.up );
}
return trackingOriginTransform.position;
}
}
//-------------------------------------------------
// Guess for the world-space direction of the player's hips/torso. This is effectively just the gaze direction projected onto the floor plane.
//-------------------------------------------------
public Vector3 bodyDirectionGuess
{
get
{
Transform hmd = hmdTransform;
if ( hmd )
{
Vector3 direction = Vector3.ProjectOnPlane( hmd.forward, trackingOriginTransform.up );
if ( Vector3.Dot( hmd.up, trackingOriginTransform.up ) < 0.0f )
{
// The HMD is upside-down. Either
// -The player is bending over backwards
// -The player is bent over looking through their legs
direction = -direction;
}
return direction;
}
return trackingOriginTransform.forward;
}
}
//-------------------------------------------------
private void Awake()
{
if ( trackingOriginTransform == null )
{
trackingOriginTransform = this.transform;
}
}
//-------------------------------------------------
private IEnumerator Start()
{
_instance = this;
while (SteamVR.initializedState == SteamVR.InitializedStates.None || SteamVR.initializedState == SteamVR.InitializedStates.Initializing)
yield return null;
if ( SteamVR.instance != null )
{
ActivateRig( rigSteamVR );
}
else
{
#if !HIDE_DEBUG_UI
ActivateRig( rig2DFallback );
#endif
}
}
protected virtual void Update()
{
if (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
return;
if (headsetOnHead != null)
{
if (headsetOnHead.GetStateDown(SteamVR_Input_Sources.Head))
{
Debug.Log("<b>SteamVR Interaction System</b> Headset placed on head");
}
else if (headsetOnHead.GetStateUp(SteamVR_Input_Sources.Head))
{
Debug.Log("<b>SteamVR Interaction System</b> Headset removed");
}
}
}
//-------------------------------------------------
void OnDrawGizmos()
{
if ( this != instance )
{
return;
}
//NOTE: These gizmo icons don't work in the plugin since the icons need to exist in a specific "Gizmos"
// folder in your Asset tree. These icons are included under Core/Icons. Moving them into a
// "Gizmos" folder should make them work again.
Gizmos.color = Color.white;
Gizmos.DrawIcon( feetPositionGuess, "vr_interaction_system_feet.png" );
Gizmos.color = Color.cyan;
Gizmos.DrawLine( feetPositionGuess, feetPositionGuess + trackingOriginTransform.up * eyeHeight );
// Body direction arrow
Gizmos.color = Color.blue;
Vector3 bodyDirection = bodyDirectionGuess;
Vector3 bodyDirectionTangent = Vector3.Cross( trackingOriginTransform.up, bodyDirection );
Vector3 startForward = feetPositionGuess + trackingOriginTransform.up * eyeHeight * 0.75f;
Vector3 endForward = startForward + bodyDirection * 0.33f;
Gizmos.DrawLine( startForward, endForward );
Gizmos.DrawLine( endForward, endForward - 0.033f * ( bodyDirection + bodyDirectionTangent ) );
Gizmos.DrawLine( endForward, endForward - 0.033f * ( bodyDirection - bodyDirectionTangent ) );
Gizmos.color = Color.red;
int count = handCount;
for ( int i = 0; i < count; i++ )
{
Hand hand = GetHand( i );
if ( hand.handType == SteamVR_Input_Sources.LeftHand)
{
Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_left_hand.png" );
}
else if ( hand.handType == SteamVR_Input_Sources.RightHand)
{
Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_right_hand.png" );
}
else
{
/*
Hand.HandType guessHandType = hand.currentHandType;
if ( guessHandType == Hand.HandType.Left )
{
Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_left_hand_question.png" );
}
else if ( guessHandType == Hand.HandType.Right )
{
Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_right_hand_question.png" );
}
else
{
Gizmos.DrawIcon( hand.transform.position, "vr_interaction_system_unknown_hand.png" );
}
*/
}
}
}
//-------------------------------------------------
public void Draw2DDebug()
{
if ( !allowToggleTo2D )
return;
if ( !SteamVR.active )
return;
int width = 100;
int height = 25;
int left = Screen.width / 2 - width / 2;
int top = Screen.height - height - 10;
string text = ( rigSteamVR.activeSelf ) ? "2D Debug" : "VR";
if ( GUI.Button( new Rect( left, top, width, height ), text ) )
{
if ( rigSteamVR.activeSelf )
{
ActivateRig( rig2DFallback );
}
else
{
ActivateRig( rigSteamVR );
}
}
}
//-------------------------------------------------
private void ActivateRig( GameObject rig )
{
rigSteamVR.SetActive( rig == rigSteamVR );
rig2DFallback.SetActive( rig == rig2DFallback );
if ( audioListener )
{
audioListener.transform.parent = hmdTransform;
audioListener.transform.localPosition = Vector3.zero;
audioListener.transform.localRotation = Quaternion.identity;
}
}
//-------------------------------------------------
public void PlayerShotSelf()
{
//Do something appropriate here
}
}
}